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187
lua/entities/simfphys_tankprojectile/init.lua
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187
lua/entities/simfphys_tankprojectile/init.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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AddCSLuaFile( "shared.lua" )
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AddCSLuaFile( "cl_init.lua" )
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include('shared.lua')
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local ImpactSounds = {
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"physics/metal/metal_sheet_impact_bullet1.wav",
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"weapons/rpg/shotdown.wav",
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}
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local DeflectSounds = {
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"simulated_vehicles/weapons/physproj_rico.wav",
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"simulated_vehicles/weapons/physproj_rico1.wav",
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"simulated_vehicles/weapons/physproj_rico2.wav",
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"simulated_vehicles/weapons/physproj_rico3.wav",
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}
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function ENT:SpawnFunction( ply, tr, ClassName )
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if ( !tr.Hit ) then return end
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local size = math.random( 16, 48 )
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local ent = ents.Create( ClassName )
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ent:SetPos( tr.HitPos + tr.HitNormal * size )
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ent:Spawn()
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ent:Activate()
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return ent
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end
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function ENT:Initialize()
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self:SetModel( "models/weapons/w_missile_launch.mdl" )
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self:PhysicsInit( SOLID_VPHYSICS )
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self:SetMoveType( MOVETYPE_VPHYSICS )
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self:SetSolid( SOLID_NONE )
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self:SetRenderMode( RENDERMODE_TRANSALPHA )
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local pObj = self:GetPhysicsObject()
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if IsValid( pObj ) then
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pObj:EnableMotion( false )
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end
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self.SpawnTime = CurTime()
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self.Vel = self:GetForward() * 200
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end
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function ENT:Think()
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local curtime = CurTime()
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self:NextThink( curtime )
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local Size = self:GetSize() * 0.5
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local FixTick = FrameTime() * 66.666
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local trace = util.TraceHull( {
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start = self:GetPos(),
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endpos = self:GetPos() + self.Vel * FixTick,
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maxs = Size,
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mins = -Size,
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filter = function( ent )
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if ent ~= self and ent:GetClass() ~= "gmod_sent_vehicle_fphysics_wheel" and not table.HasValue( self.Filter, ent ) then return true end
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end
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} )
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if trace.Hit then
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self:SetPos( trace.HitPos )
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local shootDirection = self:GetForward()
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local hitangle = math.deg( math.acos( math.Clamp( trace.HitNormal:Dot(shootDirection) ,-1,1) ) ) - 90
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self.DeflectAng = self.DeflectAng or 25
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if hitangle < self.DeflectAng and not self.Bounced and (trace.Entity:GetClass() == "prop_physics" or trace.Entity.LVS) then
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local thVel = self.Vel:Length()
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local Ax = math.deg( math.acos( math.Clamp( trace.HitNormal:Dot(shootDirection) ,-1,1) ) )
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local Fx = math.cos( math.rad( Ax ) ) * thVel
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self.Vel = (shootDirection * thVel - trace.HitNormal * Fx * 2) * math.max((1 - hitangle / 45) * 0.5,0.2)
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trace.Entity:GetPhysicsObject():ApplyForceOffset( shootDirection * thVel * self.Force * 0.5, trace.HitPos )
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table.insert( self.Filter, trace.Entity )
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self:SetPos( self:GetPos() + self.Vel * FixTick )
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self.Vel = self.Vel - Vector(0,0,0.15) * FixTick
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local effectdata = EffectData()
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effectdata:SetOrigin( trace.HitPos )
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effectdata:SetNormal( self.Vel:GetNormalized() * 10 )
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util.Effect( "simfphys_tracer_hit", effectdata, true, true )
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if Size >= 5 then
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sound.Play( Sound( DeflectSounds[ math.random(1,table.Count( DeflectSounds )) ] ), trace.HitPos, 140)
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else
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sound.Play( Sound( "simulated_vehicles/weapons/physproj_rico"..math.random(1,3)..".wav" ), trace.HitPos, 140)
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end
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self.Bounced = true -- only bounce once
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else
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local bullet = {}
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bullet.Num = 1
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bullet.Src = self:GetPos() - shootDirection * 10
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bullet.Dir = shootDirection
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bullet.Spread = Vector(0,0,0)
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bullet.Tracer = 0
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bullet.TracerName = "simfphys_tracer"
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bullet.Force = self.Force
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bullet.Damage = self.Damage
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bullet.HullSize = self:GetSize()
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bullet.Attacker = self.Attacker
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bullet.Callback = function(att, tr, dmginfo)
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if tr.Entity:GetClass():lower() == "npc_helicopter" then
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dmginfo:SetDamageType(DMG_AIRBOAT)
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else
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dmginfo:SetDamageType(DMG_DIRECT)
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end
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local attackingEnt = IsValid( self.AttackingEnt ) and self.AttackingEnt or self
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local attacker = IsValid( self.Attacker ) and self.Attacker or self
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util.BlastDamage( attackingEnt, attacker, tr.HitPos,self.BlastRadius,self.BlastDamage)
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util.Decal("scorch", tr.HitPos - tr.HitNormal, tr.HitPos + tr.HitNormal)
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if tr.Entity ~= Entity(0) then
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if simfphys.IsCar( tr.Entity ) then
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local effectdata = EffectData()
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effectdata:SetOrigin( tr.HitPos )
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effectdata:SetNormal( tr.HitNormal )
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util.Effect( "manhacksparks", effectdata, true, true )
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sound.Play( Sound( ImpactSounds[ math.random(1,table.Count( ImpactSounds )) ] ), tr.HitPos, 140)
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end
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end
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end
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self:FireBullets( bullet )
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self:Remove()
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end
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else
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self:SetPos( self:GetPos() + self.Vel * FixTick )
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local Rate = FrameTime() * 30
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self.smVal = self.smVal and self.smVal + math.Clamp(15 - self.smVal,-Rate,Rate) or 0
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self.Vel = self.Vel - Vector(0,0,self.smVal / 100) * FixTick
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end
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if (self.SpawnTime + 12) < curtime then
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self:Remove()
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end
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return true
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end
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function ENT:PhysicsCollide( data )
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end
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function ENT:OnTakeDamage( dmginfo )
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return
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end
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function ENT:Use( activator, caller )
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end
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function ENT:OnRemove()
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local effectdata = EffectData()
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effectdata:SetOrigin( self:GetPos() )
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util.Effect( self:GetBlastEffect(), effectdata )
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end
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